SoldjahBoy's Forum Posts

  • Can you send me a simple example, please?

    You need to show that you have at least attempted to create something so simple. Doing something like this is literally so easy, what KnivetonStudios has already told you would take about 25 seconds to make.

    We are not here to make your game for you. If you at least TRY to make something, and still don't understand - THEN we will help you.

    ~Sol

  • My "experience" has been basically using Construct Classic and Construct 2 since, well, Construct Classic was fresh off the shelf. It's been a few years now... and before that I was using products that "inspired" the creation of Construct - mostly Multimedia Fusion 2.

    I then began to bumble through things, and ask a bunch of super annoying questions to the people in-the-know. Essentially... I learned by screwing things up and asking for help (a bit like how you're asking for help). I also just read through topics in the help forum and took notice of the results that people posted - basically if I thought "Hey maybe one day that might be a useful thing to know about" I just read through it and even saved the example capx files for reference later on.

    So anyway, I will take a look at Quad Tree stuff as well (I know a 'little' about it, but I will see how it maybe applies to Agar.io) and check what the boids plugin can do as well. I think boids should work fine with the proper adjustments to the boundary thresholds.

    No promises on time-frame though... as again this evening I have plenty of work to complete. I haven't even worked on my own project for almost a month now, so I will take a look again as soon as time permits.

    Cheers!

    *EDIT*

    Updated capx on post 1st page. Added boids with some quick behaviour settings and they behave pretty neat now. Try to make a big one (like 400 mass) and then separate into a few "blobs". Also set the wait timer to longer (like 10 seconds maybe). They still overlap a little in certain circumstances - but it could look cool depending how you "dress" the plain circles up. They'd look awesome if they slightly overlapped if they were made to look like some bubbling gelatinous goop.

    ~Sol

  • If you're using nwjs you should be able to get the userfolder path and add it to a text based global variable... then use tokenat to find the username (just use forward slashes as your token delimiter).

    ~Sol

  • You already have a thread about this problem. Please do not make multiple threads about the same issue.

    ~Sol

  • The enemy has the same problem... every 0.1 seconds it tries to find a path. It will never move if it has the find the path constantly. Change the time for enemy also.

    ~Sol

  • It looks like you're using pathfinding behaviour?

    I think you have the time to locate the path set too short... every 0.1 seconds it is re-evaluating the path which will cause it not to move at all in most cases. You need to only look for a path every 1-2 seconds at least. Try that and see if it helps.

    ~Sol

  • Sorry I haven't had much time lately to look further into this.

    I was planning on adding the BOIDS PLUGIN in order to get a "flocking" system going. I could possibly write a vector function to control this - but it would likely be less efficient than using the boids plugin.

    Hopefully I'll get some time soon to take another look at this.

    ~Sol

  • I have 20 layers and no issues... Layer count shouldn't affect anything unless you have too many objects moving around in complex ways.

    ~Sol

  • Slick

    ~Sol

  • This looks pretty neat... I'll have to check this out later. Thanks for sharing!

    ~Sol

  • This is a broad topic, since it really depends on how you want your game to work - and even to some degree what distribution platform you're planning on using (NWjs for PC, or a mobile platform, etc).

    I made THIS EXAMPLE for a simple character selection screen. It may have some useful methods for you to implement?

    ~Sol

  • Calling local Frenchmen Kyatric and Yann

    Maybe those guys will know

    ~Sol

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  • Ashley That was exactly my point. You can have pretty much as many objects as you want if they are doing nothing or very little. When things start moving and calculating collisions that's when the performance begins to be affected with loads of objects.

    Another good tip to observe is (like in my case I didn't even realise at the time) to turn off collisions for objects that don't need it. For example my weather effects don't need collision calculations - but collisions were enabled for those objects. I have maybe 600-800 "rain objects" at any time when it's raining, and the fps drop was noticeable. After disabling collisions for those objects it freed up a lot of CPU usage.

    ~Sol

  • You can also place it based on the current viewport - if your layout is really large and you have some scrolling going on, using layoutwidth and layoutheight won't work for placing it in the center of the players screen.

    You would need to do something like;

    Object.X = (viewportright("layername")-viewportleft("layername"))/2

    Object.Y = (viewportbottom("layername")-viewporttop("layername))/2

    Of course if your game is just a single screen then what Drasanas said would do the trick.

    ~Sol

  • Maybe try posting this in the LITETWEEN THREAD so the person who made it can see your question

    ~Sol